Subject Area
Computer Science
Abstract
The Voxel-Based Physically Simulated Particle System is designed to provide a high-performance, interactive, and visually realistic smoke simulation for real-time applications. This system replicates the dynamic smoke effects seen in Counter-Strike 2, ensuring high visual fidelity and interactivity through advanced rendering and simulation techniques.
The system leverages compute shader-based ray marching for volumetric rendering, enabling physically-based lighting simulation with realistic shading and soft shadowing effects. To achieve efficient and scalable smoke propagation, it employs Intel SIMD-optimized flood fill algorithm, significantly accelerating the expansion calculations. With over 10,000+ dynamically interacting particles, the system maintains a stable 60FPS across a wide range of hardware, ranging from systems equipped with integrated graphics and entry-level CPUs (e.g., Intel UHD Graphics, Ryzen 3) to machines with dedicated GPUs and high-performance processors (e.g., RTX 3080+, Intel i9, or AMD Ryzen 9).This Technical Design Document (TDD) serves to define the system's technical framework, outlines its core algorithms and optimizations, and provides guidelines for implementing the whole system.
Degree Date
Spring 5-2025
Document Type
Thesis
Degree Name
M.I.T.
Department
Programming
Advisor
Gary Brubaker
Number of Pages
44
Format
Creative Commons License

This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Liang, Qixuan, "Voxel-Based Physically Simulated Particle System for Realistic Smoke Effects with Responsive Interaction to Dynamic Objects" (2025). Programming Theses and Dissertations. 10.
https://scholar.smu.edu/guildhall_programming_etds/10
